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Merchants and Marauders

Posted: Mon May 28, 2018 6:52 pm
by wargamer1979
Hi folks,

This weekend I started another project on a theme that excites me and that’s pirates! Who’s a pretty boy!?

I am going to use the well known board game “Merchants and Marauders” as the basis for the rules. The trading aspects of the game clearly will work with a bigger hex board.

It is still not entirely clear in my mind about placement of pirates and Royal Navy ships. They occur from the card event deck. Maybe they should start on a random hex or random port hex. Also movement is not entirely clear but could roll a die D6 for direction every time the pirates and Royal Navy have to move.

EDIT (I am now thinking that a single move action should be 5MP I.e. 5 hexes to help get ships from port to port,
when the pirates or Royal Navy are due to move they scout first up to 3 hexes, if successful they move 3 hexes else 1)

Today I have been making some model Napoleonic forts from some old fimo. If it is hard do not mix it with water but instead add something like vegetable oil which does a good job and does not affect the cooking of the fimo.

To make the elliptical fort I used tubes rolled of fimo and then coiled. I cooked the fimo on 110 degrees for thirty minutes.
If any of you have played M and M it would be great to hear your views on the expanded hex board. Also please post any helpful modelling tips on making bespoke kallistra pieces in a coastal setting.

Hope to hear from lots of you soon.

Best wishes,


Re: Merchants and Marauders

Posted: Thu May 31, 2018 12:53 am
by wargamer1979
Further photos including naval ships and giant storm cloud. (The storm cloud could affect all surrounding hexes to make it a bigger storm)

Re: Merchants and Marauders

Posted: Thu May 31, 2018 3:47 pm
by Norm
A good adaption for the Kallistra boards and terrain. I like the forts with their rustic / maritime look.